#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 texCoords;
out vec3 fragNorm;
out vec3 fragPos;

void main(){
	gl_Position = projection * view * model * vec4(aPos, 1.0);
	fragPos = vec3( model * vec4(aPos, 1.0));
	fragNorm = mat3(transpose(inverse(model))) * aNormal;

	texCoords = aTexCoords;
}